head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Pure Optimization
Expanding a self-sufficient alien colony by solving atmosphere, power, and resource chains under scripted threats.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Aven Colony leans Optimization (Pure Optimization); X-COM: UFO Defense leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Aven Colony
City management UI has no twitch dimension
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Aven Colony
Alien threats are scripted with no player-modelling behaviour
X-COM: UFO Defense
Alien AI is scripted, never adaptive
X-COM: UFO Defense leans a little harder on variance, though the gap is small.
Aven Colony
Landing site resources and alien attack timing carry moderate RNG
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Aven Colony
Colony expansion, air quality chains, and tech routing are the solvable core
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.